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authorKenneth Graunke <[email protected]>2013-11-23 12:11:34 -0800
committerKenneth Graunke <[email protected]>2013-12-01 15:33:04 -0800
commit5b331f6fcbf226f18e0c517ffdce30a39bb92982 (patch)
tree213e292ef49855ba3165f281d2ccc40c56f82126 /src/glsl/linker.cpp
parent1b557b1606ffcf05d2612d66226306e876b6b937 (diff)
glsl: Simplify the built-in function linking code.
Previously, we stored an array of up to 16 additional shaders to link, as well as a count of how many each shader actually needed. Since the built-in functions rewrite, all the built-ins are stored in a single shader. So all we need is a boolean indicating whether a shader needs to link against built-ins or not. During linking, we can avoid creating the temporary array if none of the shaders being linked need built-ins. Otherwise, it's simply a copy of the array that has one additional element. This is much simpler. This patch saves approximately 128 bytes of memory per gl_shader object. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r--src/glsl/linker.cpp42
1 files changed, 22 insertions, 20 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 1366077f784..21c1bdd10f1 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1405,36 +1405,38 @@ link_intrastage_shaders(void *mem_ctx,
insertion_point, true, linked);
}
- /* Resolve initializers for global variables in the linked shader.
- */
- unsigned num_linking_shaders = num_shaders;
- for (unsigned i = 0; i < num_shaders; i++)
- num_linking_shaders += shader_list[i]->num_builtins_to_link;
+ /* Check if any shader needs built-in functions. */
+ bool need_builtins = false;
+ for (unsigned i = 0; i < num_shaders; i++) {
+ if (shader_list[i]->uses_builtin_functions) {
+ need_builtins = true;
+ break;
+ }
+ }
- gl_shader **linking_shaders =
- (gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *));
+ bool ok;
+ if (need_builtins) {
+ /* Make a temporary array one larger than shader_list, which will hold
+ * the built-in function shader as well.
+ */
+ gl_shader **linking_shaders = (gl_shader **)
+ calloc(num_shaders + 1, sizeof(gl_shader *));
+ memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
+ linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
- memcpy(linking_shaders, shader_list,
- sizeof(linking_shaders[0]) * num_shaders);
+ ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
- unsigned idx = num_shaders;
- for (unsigned i = 0; i < num_shaders; i++) {
- memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link,
- sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link);
- idx += shader_list[i]->num_builtins_to_link;
+ free(linking_shaders);
+ } else {
+ ok = link_function_calls(prog, linked, shader_list, num_shaders);
}
- assert(idx == num_linking_shaders);
- if (!link_function_calls(prog, linked, linking_shaders,
- num_linking_shaders)) {
+ if (!ok) {
ctx->Driver.DeleteShader(ctx, linked);
- free(linking_shaders);
return NULL;
}
- free(linking_shaders);
-
/* At this point linked should contain all of the linked IR, so
* validate it to make sure nothing went wrong.
*/